v3.0.0: buffed mimic tooth:

- ebony mimics now use regular mimic stats (-20% roughly)
- ebony mimic surprise dmg reduced by ~10%
This commit is contained in:
Evan Debenham
2025-01-08 13:38:29 -05:00
parent 60de12343c
commit 8af281a9b0
2 changed files with 2 additions and 7 deletions

View File

@@ -1402,7 +1402,7 @@ actors.mobs.ebonymimic.name=ebony mimic
actors.mobs.ebonymimic.reveal=There was a mimic there!
actors.mobs.ebonymimic.hidden_name=suspicious outline
actors.mobs.ebonymimic.hidden_desc=There seems to be something here, but it's almost totally transparent.
actors.mobs.ebonymimic.desc=Mimics are magical creatures which can take any shape they wish. In dungeons they almost always choose a shape of a treasure chest, in order to lure in unsuspecting adventurers.\n\nEbony mimics are extremely tough mimics with the ability to make themselves almost invisible. They lurk on things that adventurers are likely to interact with, but do contain loot of their own as well.
actors.mobs.ebonymimic.desc=Mimics are magical creatures which can take any shape they wish. In dungeons they almost always choose a shape of a treasure chest, in order to lure in unsuspecting adventurers.\n\nEbony mimics are stealthy mimics with the ability to make themselves almost invisible. They lurk on things that adventurers are likely to interact with, but do contain loot of their own as well. They aren't any tougher than a regular mimic once discovered, but their surprise bite is devastating.
actors.mobs.elemental$fireelemental.name=fire elemental
actors.mobs.elemental$fireelemental.desc=Elementals are chaotic creatures that are often created when powerful occult magic isn't properly controlled. Elementals have minimal intelligence, and are usually associated with a particular type of magic.\n\nFire elementals are a common type of elemental which deals damage with fiery magic. They will set their target ablaze with melee attacks, and can occasionally shoot bolts of fire as well.

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@@ -88,17 +88,12 @@ public class EbonyMimic extends Mimic {
@Override
public int damageRoll() {
if (alignment == Alignment.NEUTRAL){
return Math.round(super.damageRoll()*1.75f); //BIG damage on surprise
return Math.round(super.damageRoll()*2f); //BIG damage on surprise
} else {
return super.damageRoll();
}
}
@Override
public void setLevel(int level) {
super.setLevel(Math.round(level*1.25f));
}
@Override
protected void generatePrize( boolean useDecks ) {
super.generatePrize( useDecks );